Even though the title sequence still needs some work to get it up to standard, we decided that it was something to come back to later as there will soon be enemy droids going into the game. Obviously, without having the transfer game in place, it’s going to be just the shoot-em-up aspect of Paradroid we’ll be testing and fixing, so it’s time to get that done now so all aspects of enemy droids can be set up in one go.
(more…)Bug fixing and text formatting
Started ripping out the temporary text lines I’ve been using for testing the scrolling information. Had all sorts of fun and games creating a routine to load in a text file and then display the text using a DS_list. Because I’d been editing it on the virtual PC it had inherited all sorts of stupid formatting codes that weren’t visible and caused the formatting to go all over the place. Eventually got that all sorted out and finally had reasonably formatted instructions doing what I wanted.
(more…)Project maintenance
Busy doing other things today so, rather than attempting to write code in a short amount of time, I went through what I actually had to comment it all up so it’s readable by Aaron as well as myself. I have to remember sometimes that I’m working collaboratively now and this stuff has to be done for both our convenience.
(more…)Title sequence update
Today was a day of pretty heavy research looking into the most effective way to do the scrolling system on the title screen. As mentioned previously, I’ve tried a few different ways with varying success but the general rule appears to be to use a surface to get it done properly. This did turn out to be true.
(more…)Scrolling the title screen with GMS 2
Hands up all of you lot that remember the original Paradroid? Quite a few, I suspect, so you’d be the people remember the attention to detail that showed up in the title screen with the scrolling screens of text, use of colour, and even formatting of the scroll text, within the limits of the font size Andy was working with. It’s down to me to realistically improve on this while staying as close as practical in feel to the original.
(more…)Paradroid ongoing
Development is going pretty well on Paradroid at present so, pretty soon, I’m going to be posting up some work in progress of both development images, and the game as it is at present, running.
(more…)Parallels and Gamemaker Studio 2
Tinkering with side-projects like Mancala has taken a back seat over the last week, despite my previous raving about wanting to get back into Blitzmax once again. Aaron and I discussed the relative merits of using something huge like Unity for Paradroid and we ended up deciding that it’s overkill for the type of game we’re trying to recreate, and probably for the types of games we usually prototype or develop as well.
(more…)Polishing the blog
I took the opportunity to do a little housekeeping on the blog today which ended up with me getting my hands dirty with some raw html again. Very basic stuff in the end, and the kind of stuff I used to do in my sleep in the mid 90’s when we had nothing else to do it all for us. But, like everything else, you forget it all, when you have everything spoon fed to you. Tools like WordPress actually make it pretty easy to do most of what you want, it was just being stubborn that made me do it the hard way to get a couple of linked images in the side bar.
(more…)Getting the basics right
The reason for developing our Paradroid project is primarily a learning exersise in how to “Unity”
(more…)Project Paradroid
When creating Paradroid back in the early eighties, Andrew Braybrook created a masterpiece. A game consistently rated as one of the greatest games ever written on the C64, and also one of the most fun to play.
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